Cheers,
After watching the livestream “Exposing C++ to Blueprints” I’m writing down on this forum some outstanding questions. Question #2, #4, & #5 are my own however I am curious as to the answer to the others as I have encountered them myself though they were not my original questions and therefore I may have augmented their original intention by accident. I may end up private messaging an unreal member or post on the Discord channel. I’m including picture links that I was able to quickly get online for visual aid using UE4 tutorial videos/documentation.
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1 ) How to make** wildcard **parameters in C++. I know the select tool will be a wildcard until you attach one of the nodes. I also understand that from specific compiler perspective, the compiler requires variables to be defined so it may check the correctness of your code. This might be an exception like the pure/impure conversion of a casting node?
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2 ) How do you expose a blueprint to allow multiple variables to be connected to the same node? An example of this is the Hidden in Game node for components. I understand the workarounds which I’ve been using, but they seem unclean - a. I can make an array including each variable as an element of the array which be a tedious process when wanting to add 5+ specific items into a single array and having to continuously press the “+” button OR b. simply execute that function on each variable individually. Both the work arounds solve the issue, but I’d like, when possible, to make the code read cleaner.
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3 ) Passing delegates through functions particularly for binding purposes (perhaps as a variable). I’ve come across this myself when I wanted to pass a call upward particularly in a tree of actors. At the moment you have to know what you are listening for, make a function to bind another function then have the other function make a call to a known function. It ends up being tedious as well when you just want to pass a specific piece. On another note about delegates, you can only bind to one I believe. So if you want a few specific events to be bound to one event I believe you have to make a new binding for each to call the same function. There seems to be a couple things that could be done with delegates.
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4 ) I’ve tinkered with the Custom Gravity Plugin in a past project and noticed that it is possible to nest categories for variables using C++ but not in Blueprint. I’m curious as to how that happens. What I’m trying to describe is how you can assign a variable a “Category” and it helps organize the variables on the left panel. Well you can only have a single category. Turns out the Custom Gravity Plugin had a category within a category. So I could categorize a variable as “Gravity >> Movement” or “Gravity >> Navigation” or “Gravity >> Physics”.
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5 ) On the topic of organization I do use the ability to reorganize (usually exposed) variables in the blueprint panel from a blueprint perspective often. Any way to organize functions manually though? Is it possible to categorize them? At the moment functions are in one long list - especially when overriding. Perhaps I’m just ignorant of something which already exists I have seen nice improvement in splitting implemented functions into an “Interface” overarching category at least.
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6 ) There was a question during the livestream I’m just adding here for completeness. How do you create the conversion nodes? So if you want to make a conversion for a 2D vector to become 3D vector. During the livestream I believe the answer from chat was adding (somewhere) “autocast” to the C++.
Thanks again for the excellent stream.
SmashRash